#version 450 compatibility

//视口矩阵
layout(std140, binding = 0) buffer Buf_modelTranform {
    mat4 TranformMat[];
};

layout(location = 0) in vec4 vPosition;
layout(location = 1) in vec4 vNormal;

//输出到下一阶段
layout(location = 1) out vec4 Normal;


void main(){
    gl_Position = gl_ProjectionMatrix * ((gl_ModelViewMatrix * TranformMat[gl_InstanceID]) * vPosition);
}



